mirror of
https://github.com/dhewm/dhewm3.git
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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
794 lines
22 KiB
C++
794 lines
22 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "renderer/ModelManager.h"
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#include "gamesys/SysCvar.h"
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#include "Player.h"
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#include "Projectile.h"
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#include "WorldSpawn.h"
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#include "Fx.h"
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/*
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===============================================================================
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idEntityFx
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===============================================================================
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*/
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const idEventDef EV_Fx_KillFx( "_killfx" );
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const idEventDef EV_Fx_Action( "_fxAction", "e" ); // implemented by subclasses
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CLASS_DECLARATION( idEntity, idEntityFx )
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EVENT( EV_Activate, idEntityFx::Event_Trigger )
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EVENT( EV_Fx_KillFx, idEntityFx::Event_ClearFx )
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END_CLASS
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/*
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================
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idEntityFx::Save
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================
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*/
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void idEntityFx::Save( idSaveGame *savefile ) const {
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int i;
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savefile->WriteInt( started );
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savefile->WriteInt( nextTriggerTime );
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savefile->WriteFX( fxEffect );
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savefile->WriteString( systemName );
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savefile->WriteInt( actions.Num() );
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for ( i = 0; i < actions.Num(); i++ ) {
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if ( actions[i].lightDefHandle >= 0 ) {
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savefile->WriteBool( true );
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savefile->WriteRenderLight( actions[i].renderLight );
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} else {
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savefile->WriteBool( false );
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}
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if ( actions[i].modelDefHandle >= 0 ) {
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savefile->WriteBool( true );
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savefile->WriteRenderEntity( actions[i].renderEntity );
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} else {
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savefile->WriteBool( false );
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}
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savefile->WriteFloat( actions[i].delay );
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savefile->WriteInt( actions[i].start );
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savefile->WriteBool( actions[i].soundStarted );
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savefile->WriteBool( actions[i].shakeStarted );
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savefile->WriteBool( actions[i].decalDropped );
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savefile->WriteBool( actions[i].launched );
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}
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}
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/*
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================
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idEntityFx::Restore
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================
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*/
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void idEntityFx::Restore( idRestoreGame *savefile ) {
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int i;
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int num;
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bool hasObject;
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savefile->ReadInt( started );
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savefile->ReadInt( nextTriggerTime );
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savefile->ReadFX( fxEffect );
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savefile->ReadString( systemName );
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savefile->ReadInt( num );
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actions.SetNum( num );
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for ( i = 0; i < num; i++ ) {
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savefile->ReadBool( hasObject );
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if ( hasObject ) {
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savefile->ReadRenderLight( actions[i].renderLight );
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actions[i].lightDefHandle = gameRenderWorld->AddLightDef( &actions[i].renderLight );
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} else {
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memset( &actions[i].renderLight, 0, sizeof( renderLight_t ) );
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actions[i].lightDefHandle = -1;
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}
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savefile->ReadBool( hasObject );
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if ( hasObject ) {
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savefile->ReadRenderEntity( actions[i].renderEntity );
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actions[i].modelDefHandle = gameRenderWorld->AddEntityDef( &actions[i].renderEntity );
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} else {
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memset( &actions[i].renderEntity, 0, sizeof( renderEntity_t ) );
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actions[i].modelDefHandle = -1;
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}
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savefile->ReadFloat( actions[i].delay );
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// let the FX regenerate the particleSystem
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actions[i].particleSystem = -1;
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savefile->ReadInt( actions[i].start );
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savefile->ReadBool( actions[i].soundStarted );
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savefile->ReadBool( actions[i].shakeStarted );
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savefile->ReadBool( actions[i].decalDropped );
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savefile->ReadBool( actions[i].launched );
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}
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}
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/*
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================
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idEntityFx::Setup
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================
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*/
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void idEntityFx::Setup( const char *fx ) {
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if ( started >= 0 ) {
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return; // already started
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}
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// early during MP Spawn() with no information. wait till we ReadFromSnapshot for more
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if ( gameLocal.isClient && ( !fx || fx[0] == '\0' ) ) {
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return;
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}
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systemName = fx;
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started = 0;
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fxEffect = static_cast<const idDeclFX *>( declManager->FindType( DECL_FX, systemName.c_str() ) );
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if ( fxEffect ) {
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idFXLocalAction localAction;
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memset( &localAction, 0, sizeof( idFXLocalAction ) );
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actions.AssureSize( fxEffect->events.Num(), localAction );
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for( int i = 0; i<fxEffect->events.Num(); i++ ) {
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const idFXSingleAction& fxaction = fxEffect->events[i];
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idFXLocalAction& laction = actions[i];
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if ( fxaction.random1 || fxaction.random2 ) {
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laction.delay = fxaction.random1 + gameLocal.random.RandomFloat() * ( fxaction.random2 - fxaction.random1 );
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} else {
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laction.delay = fxaction.delay;
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}
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laction.start = -1;
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laction.lightDefHandle = -1;
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laction.modelDefHandle = -1;
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laction.particleSystem = -1;
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laction.shakeStarted = false;
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laction.decalDropped = false;
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laction.launched = false;
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}
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}
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}
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/*
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================
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idEntityFx::EffectName
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================
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*/
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const char *idEntityFx::EffectName( void ) {
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return fxEffect ? fxEffect->GetName() : NULL;
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}
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/*
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================
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idEntityFx::Joint
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================
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*/
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const char *idEntityFx::Joint( void ) {
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return fxEffect ? fxEffect->joint.c_str() : NULL;
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}
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/*
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================
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idEntityFx::CleanUp
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================
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*/
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void idEntityFx::CleanUp( void ) {
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if ( !fxEffect ) {
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return;
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}
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for( int i = 0; i < fxEffect->events.Num(); i++ ) {
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const idFXSingleAction& fxaction = fxEffect->events[i];
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idFXLocalAction& laction = actions[i];
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CleanUpSingleAction( fxaction, laction );
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}
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}
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/*
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================
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idEntityFx::CleanUpSingleAction
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================
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*/
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void idEntityFx::CleanUpSingleAction( const idFXSingleAction& fxaction, idFXLocalAction& laction ) {
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if ( laction.lightDefHandle != -1 && fxaction.sibling == -1 && fxaction.type != FX_ATTACHLIGHT ) {
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gameRenderWorld->FreeLightDef( laction.lightDefHandle );
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laction.lightDefHandle = -1;
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}
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if ( laction.modelDefHandle != -1 && fxaction.sibling == -1 && fxaction.type != FX_ATTACHENTITY ) {
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gameRenderWorld->FreeEntityDef( laction.modelDefHandle );
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laction.modelDefHandle = -1;
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}
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laction.start = -1;
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}
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/*
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================
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idEntityFx::Start
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================
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*/
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void idEntityFx::Start( int time ) {
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if ( !fxEffect ) {
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return;
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}
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started = time;
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for( int i = 0; i < fxEffect->events.Num(); i++ ) {
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idFXLocalAction& laction = actions[i];
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laction.start = time;
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laction.soundStarted = false;
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laction.shakeStarted = false;
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laction.particleSystem = -1;
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laction.decalDropped = false;
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laction.launched = false;
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}
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}
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/*
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================
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idEntityFx::Stop
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================
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*/
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void idEntityFx::Stop( void ) {
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CleanUp();
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started = -1;
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}
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/*
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================
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idEntityFx::Duration
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================
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*/
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const int idEntityFx::Duration( void ) {
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int max = 0;
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if ( !fxEffect ) {
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return max;
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}
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for( int i = 0; i < fxEffect->events.Num(); i++ ) {
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const idFXSingleAction& fxaction = fxEffect->events[i];
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int d = ( fxaction.delay + fxaction.duration ) * 1000.0f;
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if ( d > max ) {
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max = d;
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}
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}
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return max;
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}
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/*
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================
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idEntityFx::Done
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================
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*/
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const bool idEntityFx::Done() {
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if (started > 0 && gameLocal.time > started + Duration()) {
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return true;
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}
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return false;
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}
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/*
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================
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idEntityFx::ApplyFade
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================
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*/
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void idEntityFx::ApplyFade( const idFXSingleAction& fxaction, idFXLocalAction& laction, const int time, const int actualStart ) {
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if ( fxaction.fadeInTime || fxaction.fadeOutTime ) {
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float fadePct = (float)( time - actualStart ) / ( 1000.0f * ( ( fxaction.fadeInTime != 0 ) ? fxaction.fadeInTime : fxaction.fadeOutTime ) );
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if (fadePct > 1.0) {
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fadePct = 1.0;
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}
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if ( laction.modelDefHandle != -1 ) {
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laction.renderEntity.shaderParms[SHADERPARM_RED] = (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct;
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laction.renderEntity.shaderParms[SHADERPARM_GREEN] = (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct;
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laction.renderEntity.shaderParms[SHADERPARM_BLUE] = (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct;
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gameRenderWorld->UpdateEntityDef( laction.modelDefHandle, &laction.renderEntity );
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}
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if ( laction.lightDefHandle != -1 ) {
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laction.renderLight.shaderParms[SHADERPARM_RED] = fxaction.lightColor.x * ( (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct );
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laction.renderLight.shaderParms[SHADERPARM_GREEN] = fxaction.lightColor.y * ( (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct );
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laction.renderLight.shaderParms[SHADERPARM_BLUE] = fxaction.lightColor.z * ( (fxaction.fadeInTime) ? fadePct : 1.0f - fadePct );
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gameRenderWorld->UpdateLightDef( laction.lightDefHandle, &laction.renderLight );
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}
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}
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}
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/*
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================
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idEntityFx::Run
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================
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*/
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void idEntityFx::Run( int time ) {
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int ieff, j;
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idEntity *ent = NULL;
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const idDict *projectileDef = NULL;
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idProjectile *projectile = NULL;
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if ( !fxEffect ) {
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return;
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}
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for( ieff = 0; ieff < fxEffect->events.Num(); ieff++ ) {
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const idFXSingleAction& fxaction = fxEffect->events[ieff];
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idFXLocalAction& laction = actions[ieff];
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//
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// if we're currently done with this one
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//
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if ( laction.start == -1 ) {
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continue;
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}
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//
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// see if it's delayed
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//
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if ( laction.delay ) {
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if ( laction.start + (time - laction.start) < laction.start + (laction.delay * 1000) ) {
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continue;
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}
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}
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//
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// each event can have it's own delay and restart
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//
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int actualStart = laction.delay ? laction.start + (int)( laction.delay * 1000 ) : laction.start;
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float pct = (float)( time - actualStart ) / (1000 * fxaction.duration );
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if ( pct >= 1.0f ) {
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laction.start = -1;
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float totalDelay = 0.0f;
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if ( fxaction.restart ) {
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if ( fxaction.random1 || fxaction.random2 ) {
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totalDelay = fxaction.random1 + gameLocal.random.RandomFloat() * (fxaction.random2 - fxaction.random1);
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} else {
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totalDelay = fxaction.delay;
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}
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laction.delay = totalDelay;
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laction.start = time;
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}
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continue;
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}
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if ( fxaction.fire.Length() ) {
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for( j = 0; j < fxEffect->events.Num(); j++ ) {
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if ( fxEffect->events[j].name.Icmp( fxaction.fire ) == 0 ) {
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actions[j].delay = 0;
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}
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}
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}
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idFXLocalAction *useAction;
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if ( fxaction.sibling == -1 ) {
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useAction = &laction;
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} else {
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useAction = &actions[fxaction.sibling];
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}
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assert( useAction );
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switch( fxaction.type ) {
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case FX_ATTACHLIGHT:
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case FX_LIGHT: {
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if ( useAction->lightDefHandle == -1 ) {
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if ( fxaction.type == FX_LIGHT ) {
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memset( &useAction->renderLight, 0, sizeof( renderLight_t ) );
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useAction->renderLight.origin = GetPhysics()->GetOrigin() + fxaction.offset;
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useAction->renderLight.axis = GetPhysics()->GetAxis();
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useAction->renderLight.lightRadius[0] = fxaction.lightRadius;
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useAction->renderLight.lightRadius[1] = fxaction.lightRadius;
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useAction->renderLight.lightRadius[2] = fxaction.lightRadius;
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useAction->renderLight.shader = declManager->FindMaterial( fxaction.data, false );
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useAction->renderLight.shaderParms[ SHADERPARM_RED ] = fxaction.lightColor.x;
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useAction->renderLight.shaderParms[ SHADERPARM_GREEN ] = fxaction.lightColor.y;
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useAction->renderLight.shaderParms[ SHADERPARM_BLUE ] = fxaction.lightColor.z;
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useAction->renderLight.shaderParms[ SHADERPARM_TIMESCALE ] = 1.0f;
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useAction->renderLight.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( time );
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useAction->renderLight.referenceSound = refSound.referenceSound;
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useAction->renderLight.pointLight = true;
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if ( fxaction.noshadows ) {
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useAction->renderLight.noShadows = true;
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}
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useAction->lightDefHandle = gameRenderWorld->AddLightDef( &useAction->renderLight );
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}
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if ( fxaction.noshadows ) {
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for( j = 0; j < fxEffect->events.Num(); j++ ) {
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idFXLocalAction& laction2 = actions[j];
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if ( laction2.modelDefHandle != -1 ) {
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laction2.renderEntity.noShadow = true;
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}
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}
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}
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}
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ApplyFade( fxaction, *useAction, time, actualStart );
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break;
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}
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case FX_SOUND: {
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if ( !useAction->soundStarted ) {
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useAction->soundStarted = true;
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const idSoundShader *shader = declManager->FindSound(fxaction.data);
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StartSoundShader( shader, SND_CHANNEL_ANY, 0, false, NULL );
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for( j = 0; j < fxEffect->events.Num(); j++ ) {
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idFXLocalAction& laction2 = actions[j];
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if ( laction2.lightDefHandle != -1 ) {
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laction2.renderLight.referenceSound = refSound.referenceSound;
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gameRenderWorld->UpdateLightDef( laction2.lightDefHandle, &laction2.renderLight );
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}
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}
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}
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break;
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}
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case FX_DECAL: {
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if ( !useAction->decalDropped ) {
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useAction->decalDropped = true;
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gameLocal.ProjectDecal( GetPhysics()->GetOrigin(), GetPhysics()->GetGravity(), 8.0f, true, fxaction.size, fxaction.data );
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}
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break;
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}
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case FX_SHAKE: {
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if ( !useAction->shakeStarted ) {
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idDict args;
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args.Clear();
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args.SetFloat( "kick_time", fxaction.shakeTime );
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args.SetFloat( "kick_amplitude", fxaction.shakeAmplitude );
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for ( j = 0; j < gameLocal.numClients; j++ ) {
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idPlayer *player = gameLocal.GetClientByNum( j );
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if ( player && ( player->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin() ).LengthSqr() < Square( fxaction.shakeDistance ) ) {
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if ( !gameLocal.isMultiplayer || !fxaction.shakeIgnoreMaster || GetBindMaster() != player ) {
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player->playerView.DamageImpulse( fxaction.offset, &args );
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}
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}
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}
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if ( fxaction.shakeImpulse != 0.0f && fxaction.shakeDistance != 0.0f ) {
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idEntity *ignore_ent = NULL;
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if ( gameLocal.isMultiplayer ) {
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ignore_ent = this;
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if ( fxaction.shakeIgnoreMaster ) {
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ignore_ent = GetBindMaster();
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}
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}
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// lookup the ent we are bound to?
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gameLocal.RadiusPush( GetPhysics()->GetOrigin(), fxaction.shakeDistance, fxaction.shakeImpulse, this, ignore_ent, 1.0f, true );
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}
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useAction->shakeStarted = true;
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}
|
|
break;
|
|
}
|
|
case FX_ATTACHENTITY:
|
|
case FX_PARTICLE:
|
|
case FX_MODEL: {
|
|
if ( useAction->modelDefHandle == -1 ) {
|
|
memset( &useAction->renderEntity, 0, sizeof( renderEntity_t ) );
|
|
useAction->renderEntity.origin = GetPhysics()->GetOrigin() + fxaction.offset;
|
|
useAction->renderEntity.axis = (fxaction.explicitAxis) ? fxaction.axis : GetPhysics()->GetAxis();
|
|
useAction->renderEntity.hModel = renderModelManager->FindModel( fxaction.data );
|
|
useAction->renderEntity.shaderParms[ SHADERPARM_RED ] = 1.0f;
|
|
useAction->renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
|
|
useAction->renderEntity.shaderParms[ SHADERPARM_BLUE ] = 1.0f;
|
|
useAction->renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( time );
|
|
useAction->renderEntity.shaderParms[3] = 1.0f;
|
|
useAction->renderEntity.shaderParms[5] = 0.0f;
|
|
if ( useAction->renderEntity.hModel ) {
|
|
useAction->renderEntity.bounds = useAction->renderEntity.hModel->Bounds( &useAction->renderEntity );
|
|
}
|
|
useAction->modelDefHandle = gameRenderWorld->AddEntityDef( &useAction->renderEntity );
|
|
} else if ( fxaction.trackOrigin ) {
|
|
useAction->renderEntity.origin = GetPhysics()->GetOrigin() + fxaction.offset;
|
|
useAction->renderEntity.axis = fxaction.explicitAxis ? fxaction.axis : GetPhysics()->GetAxis();
|
|
}
|
|
ApplyFade( fxaction, *useAction, time, actualStart );
|
|
break;
|
|
}
|
|
case FX_LAUNCH: {
|
|
if ( gameLocal.isClient ) {
|
|
// client never spawns entities outside of ClientReadSnapshot
|
|
useAction->launched = true;
|
|
break;
|
|
}
|
|
if ( !useAction->launched ) {
|
|
useAction->launched = true;
|
|
projectile = NULL;
|
|
// FIXME: may need to cache this if it is slow
|
|
projectileDef = gameLocal.FindEntityDefDict( fxaction.data, false );
|
|
if ( !projectileDef ) {
|
|
gameLocal.Warning( "projectile \'%s\' not found", fxaction.data.c_str() );
|
|
} else {
|
|
gameLocal.SpawnEntityDef( *projectileDef, &ent, false );
|
|
if ( ent && ent->IsType( idProjectile::Type ) ) {
|
|
projectile = ( idProjectile * )ent;
|
|
projectile->Create( this, GetPhysics()->GetOrigin(), GetPhysics()->GetAxis()[0] );
|
|
projectile->Launch( GetPhysics()->GetOrigin(), GetPhysics()->GetAxis()[0], vec3_origin );
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idEntityFx::idEntityFx
|
|
================
|
|
*/
|
|
idEntityFx::idEntityFx() {
|
|
fxEffect = NULL;
|
|
started = -1;
|
|
nextTriggerTime = -1;
|
|
fl.networkSync = true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idEntityFx::~idEntityFx
|
|
================
|
|
*/
|
|
idEntityFx::~idEntityFx() {
|
|
CleanUp();
|
|
fxEffect = NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idEntityFx::Spawn
|
|
================
|
|
*/
|
|
void idEntityFx::Spawn( void ) {
|
|
|
|
if ( g_skipFX.GetBool() ) {
|
|
return;
|
|
}
|
|
|
|
const char *fx;
|
|
nextTriggerTime = 0;
|
|
fxEffect = NULL;
|
|
if ( spawnArgs.GetString( "fx", "", &fx ) ) {
|
|
systemName = fx;
|
|
}
|
|
if ( !spawnArgs.GetBool( "triggered" ) ) {
|
|
Setup( fx );
|
|
if ( spawnArgs.GetBool( "test" ) || spawnArgs.GetBool( "start" ) || spawnArgs.GetFloat ( "restart" ) ) {
|
|
PostEventMS( &EV_Activate, 0, this );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idEntityFx::Think
|
|
|
|
Clears any visual fx started when {item,mob,player} was spawned
|
|
================
|
|
*/
|
|
void idEntityFx::Think( void ) {
|
|
if ( g_skipFX.GetBool() ) {
|
|
return;
|
|
}
|
|
|
|
if ( thinkFlags & TH_THINK ) {
|
|
Run( gameLocal.time );
|
|
}
|
|
|
|
RunPhysics();
|
|
Present();
|
|
}
|
|
|
|
/*
|
|
================
|
|
idEntityFx::Event_ClearFx
|
|
|
|
Clears any visual fx started when item(mob) was spawned
|
|
================
|
|
*/
|
|
void idEntityFx::Event_ClearFx( void ) {
|
|
|
|
if ( g_skipFX.GetBool() ) {
|
|
return;
|
|
}
|
|
|
|
Stop();
|
|
CleanUp();
|
|
BecomeInactive( TH_THINK );
|
|
|
|
if ( spawnArgs.GetBool("test") ) {
|
|
PostEventMS( &EV_Activate, 0, this );
|
|
} else {
|
|
if ( spawnArgs.GetFloat( "restart" ) || !spawnArgs.GetBool( "triggered")) {
|
|
float rest = spawnArgs.GetFloat( "restart", "0" );
|
|
if ( rest == 0.0f ) {
|
|
PostEventSec( &EV_Remove, 0.1f );
|
|
} else {
|
|
rest *= gameLocal.random.RandomFloat();
|
|
PostEventSec( &EV_Activate, rest, this );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idEntityFx::Event_Trigger
|
|
================
|
|
*/
|
|
void idEntityFx::Event_Trigger( idEntity *activator ) {
|
|
|
|
if ( g_skipFX.GetBool() ) {
|
|
return;
|
|
}
|
|
|
|
float fxActionDelay;
|
|
const char *fx;
|
|
|
|
if ( gameLocal.time < nextTriggerTime ) {
|
|
return;
|
|
}
|
|
|
|
if ( spawnArgs.GetString( "fx", "", &fx) ) {
|
|
Setup( fx );
|
|
Start( gameLocal.time );
|
|
PostEventMS( &EV_Fx_KillFx, Duration() );
|
|
BecomeActive( TH_THINK );
|
|
}
|
|
|
|
fxActionDelay = spawnArgs.GetFloat( "fxActionDelay" );
|
|
if ( fxActionDelay != 0.0f ) {
|
|
nextTriggerTime = gameLocal.time + SEC2MS( fxActionDelay );
|
|
} else {
|
|
// prevent multiple triggers on same frame
|
|
nextTriggerTime = gameLocal.time + 1;
|
|
}
|
|
PostEventSec( &EV_Fx_Action, fxActionDelay, activator );
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
idEntityFx::StartFx
|
|
================
|
|
*/
|
|
idEntityFx *idEntityFx::StartFx( const char *fx, const idVec3 *useOrigin, const idMat3 *useAxis, idEntity *ent, bool bind ) {
|
|
|
|
if ( g_skipFX.GetBool() || !fx || !*fx ) {
|
|
return NULL;
|
|
}
|
|
|
|
idDict args;
|
|
args.SetBool( "start", true );
|
|
args.Set( "fx", fx );
|
|
idEntityFx *nfx = static_cast<idEntityFx *>( gameLocal.SpawnEntityType( idEntityFx::Type, &args ) );
|
|
if ( nfx->Joint() && *nfx->Joint() ) {
|
|
nfx->BindToJoint( ent, nfx->Joint(), true );
|
|
nfx->SetOrigin( vec3_origin );
|
|
} else {
|
|
nfx->SetOrigin( (useOrigin) ? *useOrigin : ent->GetPhysics()->GetOrigin() );
|
|
nfx->SetAxis( (useAxis) ? *useAxis : ent->GetPhysics()->GetAxis() );
|
|
}
|
|
|
|
if ( bind ) {
|
|
// never bind to world spawn
|
|
if ( ent != gameLocal.world ) {
|
|
nfx->Bind( ent, true );
|
|
}
|
|
}
|
|
nfx->Show();
|
|
return nfx;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idEntityFx::WriteToSnapshot
|
|
=================
|
|
*/
|
|
void idEntityFx::WriteToSnapshot( idBitMsgDelta &msg ) const {
|
|
GetPhysics()->WriteToSnapshot( msg );
|
|
WriteBindToSnapshot( msg );
|
|
msg.WriteLong( ( fxEffect != NULL ) ? gameLocal.ServerRemapDecl( -1, DECL_FX, fxEffect->Index() ) : -1 );
|
|
msg.WriteLong( started );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idEntityFx::ReadFromSnapshot
|
|
=================
|
|
*/
|
|
void idEntityFx::ReadFromSnapshot( const idBitMsgDelta &msg ) {
|
|
int fx_index, start_time, max_lapse;
|
|
|
|
GetPhysics()->ReadFromSnapshot( msg );
|
|
ReadBindFromSnapshot( msg );
|
|
fx_index = gameLocal.ClientRemapDecl( DECL_FX, msg.ReadLong() );
|
|
start_time = msg.ReadLong();
|
|
|
|
if ( fx_index != -1 && start_time > 0 && !fxEffect && started < 0 ) {
|
|
spawnArgs.GetInt( "effect_lapse", "1000", max_lapse );
|
|
if ( gameLocal.time - start_time > max_lapse ) {
|
|
// too late, skip the effect completely
|
|
started = 0;
|
|
return;
|
|
}
|
|
const idDeclFX *fx = static_cast<const idDeclFX *>( declManager->DeclByIndex( DECL_FX, fx_index ) );
|
|
if ( !fx ) {
|
|
gameLocal.Error( "FX at index %d not found", fx_index );
|
|
}
|
|
fxEffect = fx;
|
|
Setup( fx->GetName() );
|
|
Start( start_time );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idEntityFx::ClientPredictionThink
|
|
=================
|
|
*/
|
|
void idEntityFx::ClientPredictionThink( void ) {
|
|
if ( gameLocal.isNewFrame ) {
|
|
Run( gameLocal.time );
|
|
}
|
|
RunPhysics();
|
|
Present();
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idTeleporter
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
CLASS_DECLARATION( idEntityFx, idTeleporter )
|
|
EVENT( EV_Fx_Action, idTeleporter::Event_DoAction )
|
|
END_CLASS
|
|
|
|
/*
|
|
================
|
|
idTeleporter::Event_DoAction
|
|
================
|
|
*/
|
|
void idTeleporter::Event_DoAction( idEntity *activator ) {
|
|
idAngles a( 0, spawnArgs.GetFloat( "angle" ), 0 );
|
|
activator->Teleport( GetPhysics()->GetOrigin(), a, NULL );
|
|
}
|